More sprite fixes
This commit is contained in:
@@ -39,8 +39,7 @@ LoadBonkItemGFX_inner:
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PHA : PHX
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PHA : PHX
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LDA.w SpriteID,X : TAX
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LDA.w SpriteID,X : TAX
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LDA.l SpriteProperties_standing_width,X : BNE +
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LDA.l SpriteProperties_standing_width,X : BNE +
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LDA.b #$00 : STA.l SpriteOAM ; Move narrow items back to the left
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LDA.b #$00 : STA.l SpriteOAM : STA.l SpriteOAM+8
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LDA.b #$00 : STA.l SpriteOAM+8 ;
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+
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+
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PLX : PLA
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PLX : PLA
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RTL
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RTL
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@@ -195,10 +195,9 @@ KillGanon:
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CMP.b #$06 : BNE .exit
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CMP.b #$06 : BNE .exit
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.light_speed
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.light_speed
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LDA.l OverworldEventDataWRAM+$5B : ORA.b #$20 : STA.l OverworldEventDataWRAM+$5B ; pyramid hole
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REP #$20
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LDA.b #$08 : STA.l RoomDataWRAM[$00].high ; kill ganon
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LDA.w #$0019 : STA.b GameMode
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LDA.b #$02 : STA.l MoonPearlEquipment ; pearl but invisible in menu
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SEP #$20
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.exit
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.exit
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RTL
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RTL
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@@ -416,7 +416,7 @@ macro SpriteProps(id, chest_width, standing_width, chest_pal, standing_pal, addr
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pullpc
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pullpc
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endmacro
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endmacro
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%SpriteProps($00, 2, 2, $02, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
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%SpriteProps($00, 0, 2, $05, $02, PalettesVanilla_blue_ice+$0E) ; 00 - Fighter sword & Shield
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%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
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%SpriteProps($01, 0, 2, $05, $05, PalettesCustom_master_sword) ; 01 - Master sword
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%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
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%SpriteProps($02, 0, 2, $05, $01, PalettesCustom_tempered_sword) ; 02 - Tempered sword
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%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
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%SpriteProps($03, 0, 2, $05, $04, PalettesCustom_golden_sword) ; 03 - Golden sword
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@@ -69,6 +69,10 @@ RTL
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;-------------------------------------------------------------------------------- 20/847B
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;-------------------------------------------------------------------------------- 20/847B
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LoadDynamicTileOAMTable:
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LoadDynamicTileOAMTable:
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PHP
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PHP
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REP #$20
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LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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SEP #$20
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LDA.b #$24 : STA.l SpriteOAM+4
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LDA.b #$24 : STA.l SpriteOAM+4
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LDA.w SpriteID,X
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LDA.w SpriteID,X
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@@ -76,27 +80,23 @@ LoadDynamicTileOAMTable:
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STA.l SpriteOAM+5 : STA.l SpriteOAM+13
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STA.l SpriteOAM+5 : STA.l SpriteOAM+13
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PHX
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PHX
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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LDA.l SpriteProperties_standing_width,X : BEQ .narrow
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REP #$20
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LDA.w #$0000 : STA.l SpriteOAM : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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BRA .done
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BRA .done
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.narrow
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.narrow
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REP #$20
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REP #$20
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LDA.w #$0004 : STA.l SpriteOAM
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LDA.w #$0000 : STA.l SpriteOAM+2
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LDA.w #$0200 : STA.l SpriteOAM+6
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LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0400 : STA.l SpriteOAM+7 : STA.l SpriteOAM+14
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LDA.w #$0000 : STA.l SpriteOAM+14
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$0800 : STA.l SpriteOAM+9
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LDA.w #$3400 : STA.l SpriteOAM+11
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LDA.w #$3400 : STA.l SpriteOAM+11
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SEP #$20
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LDA.b #$04 : STA.l SpriteOAM
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.done
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.done
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TXA
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TXA
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PLX
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PLX
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PLP
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PLP
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RTS
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RTS
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;--------------------------------------------------------------------------------
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;--------------------------------------------------------------------------------
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; DrawDynamicTile
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; DrawDynamicTile
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; in: A - Loot ID
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; in: A - Loot ID
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